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This commit is contained in:
@@ -1,5 +1,6 @@
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#include "GameMap.h"
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#include "Asset/AssetManager.h"
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#include "Asset/Asset_SoundPack.h"
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#include "EngineCore/Game.h"
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#include "EngineFrame/Scene/Scene.h"
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#include "EngineFrame/Component/Animation.h"
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@@ -19,15 +20,25 @@ GameMap::GameMap()
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_LayerMap["max"] = new GameMapLayer();
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// 设置图层渲染顺序
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_LayerMap["contact"]->SetRenderZOrder(10000);
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_LayerMap["distantback"]->SetRenderZOrder(50000);
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_LayerMap["middleback"]->SetRenderZOrder(100000);
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_LayerMap["bottom"]->SetRenderZOrder(150000);
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_LayerMap["closeback"]->SetRenderZOrder(200000);
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_LayerMap["normal"]->SetRenderZOrder(250000);
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_LayerMap["close"]->SetRenderZOrder(300000);
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_LayerMap["cover"]->SetRenderZOrder(350000);
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_LayerMap["max"]->SetRenderZOrder(400000);
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_LayerMap["contact"]->SetZOrder(10000);
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_LayerMap["distantback"]->SetZOrder(50000);
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_LayerMap["middleback"]->SetZOrder(100000);
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_LayerMap["bottom"]->SetZOrder(150000);
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_LayerMap["closeback"]->SetZOrder(200000);
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_LayerMap["normal"]->SetZOrder(250000);
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_LayerMap["close"]->SetZOrder(300000);
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_LayerMap["cover"]->SetZOrder(350000);
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_LayerMap["max"]->SetZOrder(400000);
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AddChild(_LayerMap["contact"]);
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AddChild(_LayerMap["distantback"]);
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AddChild(_LayerMap["middleback"]);
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AddChild(_LayerMap["bottom"]);
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AddChild(_LayerMap["closeback"]);
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AddChild(_LayerMap["normal"]);
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AddChild(_LayerMap["close"]);
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AddChild(_LayerMap["cover"]);
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AddChild(_LayerMap["max"]);
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}
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GameMap::~GameMap()
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@@ -107,7 +118,7 @@ void GameMap::InitConfiguration(std::string mapName)
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{
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BackGroundAni ani;
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Data.Get();
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ani.filename = _MapDir + Tool_toLowerCase(Data.Get());
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ani.filename = Tool_RegRealPath(_MapDir + Tool_toLowerCase(Data.Get()));
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Data.Get();
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ani.layer = Data.Get();
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Data.Get();
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@@ -119,13 +130,13 @@ void GameMap::InitConfiguration(std::string mapName)
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}
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else if (Segment == "[sound]")
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{
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std::vector<std::string> soundArry;
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std::map<std::string, bool> soundArry;
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while (true)
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{
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std::string sounddata = Data.Get();
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if (sounddata == "[/sound]")
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break;
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soundArry.push_back(sounddata);
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soundArry[sounddata] = true;
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}
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_MapInfo["sound"] = soundArry;
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}
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@@ -174,13 +185,17 @@ void GameMap::InitConfiguration(std::string mapName)
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std::string areadata = Data.Get();
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if (areadata == "[/town movable area]")
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break;
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town_movable_area.push_back(std::stoi(areadata));
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town_movable_area.push_back(std::stoi(areadata));
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town_movable_area.push_back(std::stoi(areadata));
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town_movable_area.push_back(std::stoi(areadata));
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int x1 = std::stoi(areadata);
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int y1 = std::stoi(Data.Get());
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int x2 = std::stoi(Data.Get());
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int y2 = std::stoi(Data.Get());
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town_movable_area.push_back(x1);
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town_movable_area.push_back(y1);
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town_movable_area.push_back(x2);
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town_movable_area.push_back(y2);
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MapMoveArea T;
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T.town = std::stoi(areadata);
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T.area = std::stoi(areadata);
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T.town = std::stoi(Data.Get());
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T.area = std::stoi(Data.Get());
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town_movable_area_info.push_back(T);
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}
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_MapInfo["town_movable_area"] = town_movable_area;
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@@ -212,25 +227,19 @@ void GameMap::InitTile()
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int NormalTileCount = 0;
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// 普通地板高度
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int NormalTileHeight = 560;
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std::vector<std::string> tileArr = std::get<std::vector<std::string>>(_MapInfo["tile"]);
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if (tileArr.size() > 0)
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{
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NormalTileCount = tileArr.size();
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_MapLength = NormalTileCount * 224;
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_MapHeight = 560;
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}
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if (!_MapInfo.count("extended_tile"))
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return;
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std::vector<std::string> tileArr;
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std::vector<std::string> extileArr;
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std::vector<std::string> extileArr = std::get<std::vector<std::string>>(_MapInfo["extended_tile"]);
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if (extileArr.size() > 0)
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tileArr = std::get<std::vector<std::string>>(_MapInfo["tile"]);
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// 拓展地板不一定有
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if (_MapInfo.count("extended_tile"))
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{
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int ExTileCount = extileArr.size();
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int Buffer = (ExTileCount / NormalTileCount);
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_MapHeight += (Buffer < 1 ? 1 : Buffer) * 40;
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extileArr = std::get<std::vector<std::string>>(_MapInfo["extended_tile"]);
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}
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_Tile = new Tile(this, tileArr, extileArr);
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_Tile->SetPosition(0, -200 - std::get<int>(_MapInfo["background_pos"]));
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_LayerMap["bottom"]->AddChild(_Tile);
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}
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@@ -256,8 +265,8 @@ void GameMap::InitBackgroundAnimation()
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}
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for (int i = 0; i < (int)AniList.size(); i++)
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{
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AniList[i]->SetPos(Vec2{i * width, -120});
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AniList[i]->SetRenderZOrder(-1000000);
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AniList[i]->SetPosition(i * width, -120);
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AniList[i]->SetZOrder(-1000000);
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std::string layer = ani.layer;
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layer = layer.substr(1, layer.length() - 2);
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if (_LayerMap.count(layer))
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@@ -281,8 +290,8 @@ void GameMap::InitMapAnimation()
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{
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std::string path = ani.filename;
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RefPtr<Animation> AniObj = new Animation(path);
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AniObj->SetPos(Vec2{ani.XPos, ani.YPos - ani.ZPos});
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AniObj->SetRenderZOrder(ani.YPos);
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AniObj->SetPosition(ani.XPos, ani.YPos - ani.ZPos);
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AniObj->SetZOrder(ani.YPos);
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std::string layer = ani.layer;
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layer = layer.substr(1, layer.length() - 2);
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if (_LayerMap.count(layer))
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@@ -305,12 +314,30 @@ void GameMap::InitVirtualMovableArea()
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float w = Info[i + 2];
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float h = Info[i + 3];
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if (_DebugMode)
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_LayerMap["max"]->AddDebugFeasibleAreaInfo(Vec2(x, y), VecSize(w, h));
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_LayerMap["max"]->AddDebugFeasibleAreaInfo(Vec2(x, y), VecSize(w, h), 0);
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_MovableArea.push_back(SDL_FRect{x, y, w, h});
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}
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}
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}
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void GameMap::InitMoveArea()
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{
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std::vector<int> Info = std::get<std::vector<int>>(_MapInfo["town_movable_area"]);
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if (Info.size() > 0)
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{
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for (int i = 0; i < Info.size(); i += 4)
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{
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float x = Info[i];
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float y = Info[i + 1];
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float w = Info[i + 2];
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float h = Info[i + 3];
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if (_DebugMode)
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_LayerMap["max"]->AddDebugFeasibleAreaInfo(Vec2(x, y), VecSize(w, h), 1);
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_MoveArea.push_back(SDL_FRect{x, y, w, h});
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}
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}
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}
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void GameMap::LoadMap(std::string mapName)
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{
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// 读取脚本配置
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@@ -323,24 +350,41 @@ void GameMap::LoadMap(std::string mapName)
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InitMapAnimation();
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// 初始化可行区域
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InitVirtualMovableArea();
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// 初始化传送区域
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InitMoveArea();
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}
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void GameMap::Enter(Scene *scene)
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void GameMap::Enter()
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{
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AddChild(_LayerMap["contact"]);
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AddChild(_LayerMap["distantback"]);
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AddChild(_LayerMap["middleback"]);
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AddChild(_LayerMap["bottom"]);
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AddChild(_LayerMap["closeback"]);
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AddChild(_LayerMap["normal"]);
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AddChild(_LayerMap["close"]);
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AddChild(_LayerMap["cover"]);
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AddChild(_LayerMap["max"]);
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auto &Audio = Asset_SoundPack::GetInstance();
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// 获取背景音乐
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auto bgmIt = _MapInfo.find("sound");
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if (bgmIt != _MapInfo.end())
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{
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std::map<std::string, bool> bgmlist = std::get<std::map<std::string, bool>>(_MapInfo["sound"]);
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// 获取正在播放的背景音乐
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std::map<std::string, int> curmap = Audio.GetBackgroudMusicVector();
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for (auto &it : curmap)
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{
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std::string name = it.first;
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// 判断正在播放的背景音乐是否与当前地图背景音乐相同
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if (!bgmlist.count(name))
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{
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Audio.StopAudio(name);
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}
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}
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// 播放当前地图背景音乐
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for (auto &it : bgmlist)
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{
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std::string name = it.first;
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if (!curmap.count(name))
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Audio.PlayAudio(name);
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}
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}
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}
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void GameMap::Update(float deltaTime)
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void GameMap::OnUpdate(float deltaTime)
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{
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Actor::Update(deltaTime);
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RefPtr<GameCamera> Cam = Global_Game::GetInstance().GetCamera();
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if (Cam == nullptr)
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@@ -384,8 +428,11 @@ void GameMap::Update(float deltaTime)
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posX *= BackgroundMoveSpeed;
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posX /= 100.0f;
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}
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Layer.second->SetPos(Vec2(posX, posY));
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Layer.second->SetPosition(posX, posY);
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}
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Actor::OnUpdate(deltaTime);
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}
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void GameMap::AddObject(RefPtr<BaseObject> object)
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@@ -397,9 +444,6 @@ void GameMap::AddObject(RefPtr<BaseObject> object)
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{
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CharacterObject *chr = (CharacterObject *)(object.Get());
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Global_Game::GetInstance().GetCamera()->SetFromActor(chr);
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if (chr->_Shadow)
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_LayerMap["bottom"]->AddChild(chr->_Shadow);
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}
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}
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@@ -459,4 +503,42 @@ VecFPos3 GameMap::CheckIsItMovable(VecFPos3 CurPos, VecFPos3 PosOffset)
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result.z += PosOffset.z;
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return result;
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}
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}
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GameMap::MapMoveArea GameMap::CheckIsItMoveArea(VecFPos3 ChrPos)
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{
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MapMoveArea invalidArea;
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invalidArea.town = -2;
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invalidArea.area = -2;
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if (_MoveArea.size() && _MapInfo.count("town_movable_area_info"))
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{
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SDL_FPoint CurPos = {ChrPos.x, ChrPos.y};
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for (int i = 0; i < _MoveArea.size(); i++)
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{
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if (SDL_PointInFRect(&CurPos, &_MoveArea[i]))
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{
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const std::vector<MapMoveArea> &tma = std::get<std::vector<MapMoveArea>>(_MapInfo["town_movable_area_info"]);
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return tma[i];
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}
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}
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}
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// 所有矩形都不命中,返回无效值
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return invalidArea;
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}
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std::vector<GameMap::MapMoveArea> &GameMap::GetMoveAreaInfo()
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{
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return std::get<std::vector<GameMap::MapMoveArea>>(_MapInfo["town_movable_area_info"]);
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}
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SDL_Rect GameMap::GetMovablePositionArea(int Index)
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{
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auto Vertex = std::get<std::vector<int>>(_MapInfo["town_movable_area"]);
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int FindIndex = Index * 4;
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SDL_Rect Buf = {Vertex[FindIndex], Vertex[FindIndex + 1], Vertex[FindIndex + 2], Vertex[FindIndex + 3]};
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return Buf;
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}
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@@ -10,6 +10,7 @@ class BaseObject;
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class GameMapCamera;
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class GameMap : public Actor
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{
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public:
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struct BackGroundAni
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{
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std::string filename;
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@@ -37,13 +38,14 @@ class GameMap : public Actor
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struct MapMoveArea
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{
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int town;
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int area;
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int town = 0;
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int area = 0;
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};
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using MapInfoBody = std::variant<
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int,
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std::string,
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std::map<std::string, bool>,
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std::vector<BackGroundAni>,
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std::vector<MapAni>,
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std::vector<MapNpc>,
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@@ -66,6 +68,8 @@ public:
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int _MapHeight = 0;
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// 可行区域
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std::vector<SDL_FRect> _MovableArea;
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// 传送区域
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std::vector<SDL_FRect> _MoveArea;
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// 调试模式
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bool _DebugMode = false;
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@@ -81,17 +85,36 @@ public:
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GameMap(/* args */);
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~GameMap();
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/**加载地图 (地图路径) */
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void LoadMap(std::string mapName);
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/**进入地图执行的操作 */
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void Enter();
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/**重载OnUpdate函数 */
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void OnUpdate(float deltaTime) override;
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public:
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/**读取脚本配置 */
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void InitConfiguration(std::string mapName);
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/**初始化地板 */
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void InitTile();
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/**初始化背景动画 */
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void InitBackgroundAnimation();
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/**初始化地图动画 */
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void InitMapAnimation();
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/**初始化移动区域 */
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void InitVirtualMovableArea();
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void Enter(Scene *scene);
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void Update(float deltaTime) override;
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/**初始化传送区域 */
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void InitMoveArea();
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/**添加对象 */
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void AddObject(RefPtr<BaseObject> object);
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public:
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// 检查是否可移动
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VecFPos3 CheckIsItMovable(VecFPos3 CurPos, VecFPos3 PosOffset);
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// 检查是否进入传送区域
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MapMoveArea CheckIsItMoveArea(VecFPos3 CurPos);
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/**获取移动区域信息 */
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std::vector<GameMap::MapMoveArea> &GetMoveAreaInfo();
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/**获取移动区域坐标信息 */
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SDL_Rect GetMovablePositionArea(int Index);
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};
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@@ -1,35 +1,47 @@
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#include "GameMapLayer.h"
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#include "EngineCore/Game.h"
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void GameMapLayer::Render()
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{
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Actor::Render();
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// RenderManager *renderer = Game::GetInstance().GetRenderer();
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// // 自身坐标
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// float Xpos = GetIterationPos().x + GetPos().x;
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// float Ypos = GetIterationPos().y + GetPos().y;
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// for (auto &info : this->FeasibleAreaInfoList)
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// {
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// SDL_Rect buf;
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// buf.x = info.x + Xpos;
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// buf.y = info.y + Ypos;
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// buf.w = info.w;
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// buf.h = info.h;
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// //TODO: 渲染可行区域
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// }
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// 自身坐标
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glm::vec2 Pos = this->ConvertToWorld({0, 0});
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// 可行区域
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for (auto &info : this->FeasibleAreaInfoList)
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{
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SDL_Rect buf;
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buf.x = info.x + Pos.x;
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buf.y = info.y + Pos.y;
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buf.w = info.w;
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buf.h = info.h;
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glm::vec4 red = {1.0f, 0.0f, 0.0f, 0.4f}; // RGBA:红色,不透明基础色
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Game::GetInstance().GetRenderer()->DrawRect(&buf, red);
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}
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// 移动区域
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for (auto &info : this->MoveAreaInfoList)
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{
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SDL_Rect buf;
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buf.x = info.x + Pos.x;
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buf.y = info.y + Pos.y;
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buf.w = info.w;
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buf.h = info.h;
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glm::vec4 red = {0.0f, 0.0f, 1.0f, 0.4f}; // RGBA:红色,不透明基础色
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Game::GetInstance().GetRenderer()->DrawRect(&buf, red);
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}
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}
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void GameMapLayer::AddDebugFeasibleAreaInfo(Vec2 pos, VecSize size)
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void GameMapLayer::AddDebugFeasibleAreaInfo(Vec2 pos, VecSize size, int Type)
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{
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SDL_Rect info;
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info.x = pos.x;
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info.y = pos.y;
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info.w = size.width;
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info.h = size.height;
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this->FeasibleAreaInfoList.push_back(info);
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if (Type == 0)
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this->FeasibleAreaInfoList.push_back(info);
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else if (Type == 1)
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this->MoveAreaInfoList.push_back(info);
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}
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void GameMapLayer::AddObject(RefPtr<Actor> obj)
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@@ -9,12 +9,14 @@ class GameMapLayer : public Actor
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private:
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// 可行区域信息
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std::vector<SDL_Rect> FeasibleAreaInfoList;
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// 移动区域信息
|
||||
std::vector<SDL_Rect> MoveAreaInfoList;
|
||||
|
||||
public:
|
||||
// 重载Render以实现绘制可行区域
|
||||
// 重载OnRender以实现绘制可行区域
|
||||
void Render() override;
|
||||
// 添加调试可行区域信息
|
||||
void AddDebugFeasibleAreaInfo(Vec2 pos, VecSize size);
|
||||
void AddDebugFeasibleAreaInfo(Vec2 pos, VecSize size, int Type);
|
||||
|
||||
public:
|
||||
void AddObject(RefPtr<Actor> obj); // 添加对象
|
||||
|
||||
67
source_game/Actor/Map/GameTown.cpp
Normal file
67
source_game/Actor/Map/GameTown.cpp
Normal file
@@ -0,0 +1,67 @@
|
||||
#include "GameTown.h"
|
||||
#include "Global/Global_Game.h"
|
||||
GameTown::GameTown()
|
||||
{
|
||||
}
|
||||
|
||||
GameTown::~GameTown()
|
||||
{
|
||||
}
|
||||
|
||||
void GameTown::Init(int Index)
|
||||
{
|
||||
GlobalTownScript::TownConfig *Config = Global_Game::GetInstance().GetTownInfo(Index);
|
||||
if (Config)
|
||||
{
|
||||
this->Name_ = Config->TownName;
|
||||
this->Entering_Title = Config->Entering_Title;
|
||||
this->Entering_Cutscene = Config->Entering_Cutscene;
|
||||
this->NeedLevel = Config->NeedLevel;
|
||||
this->NeedQuestID = Config->NeedQuestID;
|
||||
// 构造全部地图
|
||||
for (auto &it : Config->AreaLst)
|
||||
{
|
||||
MapInfo info;
|
||||
info.Map = new GameMap();
|
||||
info.Map->LoadMap(it.second.MapPath);
|
||||
info.Type = it.second.MapType;
|
||||
MapList_.push_back(info);
|
||||
if (info.Type == "gate")
|
||||
{
|
||||
SariaRoomID = it.first;
|
||||
SariaRoomPos = {it.second.GenerateXPos, it.second.GenerateYPos, 0};
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GameTown::AddCharacter(RefPtr<CharacterObject> Chr, int Index)
|
||||
{
|
||||
int TargetMapIndex = Index;
|
||||
|
||||
if (Index == -2)
|
||||
{
|
||||
TargetMapIndex = SariaRoomID;
|
||||
}
|
||||
// 如果有当前调用中的地图
|
||||
if (CurMapIndex != -1)
|
||||
{
|
||||
RemoveChild(MapList_[CurMapIndex].Map);
|
||||
}
|
||||
// 如果角色已有父对象
|
||||
if (Chr->GetParent())
|
||||
{
|
||||
Chr->RemoveFromParent();
|
||||
}
|
||||
// 调用赛利亚房间地图
|
||||
AddChild(MapList_[TargetMapIndex].Map);
|
||||
if(Index == -2)Chr->SetPosition(SariaRoomPos);
|
||||
MapList_[TargetMapIndex].Map->Enter();
|
||||
MapList_[TargetMapIndex].Map->AddObject(Chr);
|
||||
CurMapIndex = TargetMapIndex;
|
||||
}
|
||||
|
||||
void GameTown::OnUpdate(float DeltaTime)
|
||||
{
|
||||
Actor::OnUpdate(DeltaTime);
|
||||
}
|
||||
54
source_game/Actor/Map/GameTown.h
Normal file
54
source_game/Actor/Map/GameTown.h
Normal file
@@ -0,0 +1,54 @@
|
||||
#pragma once
|
||||
#include "EngineFrame/Base/Actor.h"
|
||||
#include "Actor/Map/GameMap.h"
|
||||
#include "Actor/Object/CharacterObject.h"
|
||||
class GameTown : public Actor
|
||||
{
|
||||
public:
|
||||
struct MapInfo
|
||||
{
|
||||
/**地图对象 */
|
||||
RefPtr<GameMap> Map;
|
||||
/**地图类型 */
|
||||
std::string Type;
|
||||
};
|
||||
|
||||
private:
|
||||
/**城镇名称 */
|
||||
std::string Name_;
|
||||
/**进入城镇时的标题Img */
|
||||
std::string Entering_Title;
|
||||
/**进入城镇时的过场Img */
|
||||
std::string Entering_Cutscene;
|
||||
/**需要的任务进入条件 */
|
||||
int NeedQuestID;
|
||||
/**需要的等级进入条件 */
|
||||
int NeedLevel;
|
||||
/**赛利亚房间编号 */
|
||||
int SariaRoomID = -1;
|
||||
/**赛丽亚房间生成坐标 */
|
||||
VecFPos3 SariaRoomPos;
|
||||
|
||||
/**地图集合 */
|
||||
std::vector<MapInfo> MapList_;
|
||||
|
||||
/**当前所在地图 */
|
||||
int CurMapIndex = -1;
|
||||
|
||||
public:
|
||||
GameTown(/* args */);
|
||||
~GameTown();
|
||||
|
||||
/**通过城镇ID初始化 */
|
||||
void Init(int Index);
|
||||
|
||||
public:
|
||||
/**获取当前所在区域 */
|
||||
int GetCurAreaIndex() { return CurMapIndex; };
|
||||
/**获取区域对象 */
|
||||
RefPtr<GameMap> GetArea(int Index) { return MapList_[Index].Map; };
|
||||
/**添加角色 (无区域编号 上线进入城镇 或 使用传送时进入城镇 有区域编号 移动进入的)*/
|
||||
void AddCharacter(RefPtr<CharacterObject> Chr, int AreaIndex = -2);
|
||||
|
||||
void OnUpdate(float DeltaTime) override;
|
||||
};
|
||||
100
source_game/Actor/Map/GameWorld.cpp
Normal file
100
source_game/Actor/Map/GameWorld.cpp
Normal file
@@ -0,0 +1,100 @@
|
||||
#include "GameWorld.h"
|
||||
#include "Global/Global_Game.h"
|
||||
#include "EngineCore/Game.h"
|
||||
|
||||
#include "EngineFrame/Component/AnimationMap.h"
|
||||
#include "EngineFrame/Component/Animation.h"
|
||||
GameWorld::GameWorld()
|
||||
{
|
||||
}
|
||||
|
||||
GameWorld::~GameWorld()
|
||||
{
|
||||
}
|
||||
|
||||
void GameWorld::Enter()
|
||||
{
|
||||
SetScale(1.2f, 1.2f);
|
||||
Init();
|
||||
}
|
||||
|
||||
void GameWorld::Exit()
|
||||
{
|
||||
}
|
||||
|
||||
void GameWorld::Init()
|
||||
{
|
||||
// RefPtr<Animation> ani = new Animation("common/tuguan/maineff.ani");
|
||||
RefPtr<Sprite> sp = new Sprite("sprite/live/else/chn/2022/0510_danjin_jar/22_danjineft/0510_danjin_body.img",0);
|
||||
RefPtr<AnimationMap> am = new AnimationMap();
|
||||
// am->AddAnimation(ani);
|
||||
am->AddChild(sp);
|
||||
am->CompleteConstruction();
|
||||
AddChild(am);
|
||||
|
||||
// // 构造所有城镇
|
||||
// auto &GlobalGame = Global_Game::GetInstance();
|
||||
// for (auto obj : GlobalGame.GetTownMap())
|
||||
// {
|
||||
// RefPtr<GameTown> town = new GameTown;
|
||||
// town->Init(obj.first);
|
||||
// m_TownMap[obj.first] = town;
|
||||
// }
|
||||
|
||||
// // 构造角色
|
||||
// RefPtr<CharacterObject> obj = new CharacterObject();
|
||||
// obj->Construction(0);
|
||||
// AddCharacter(obj, 1);
|
||||
}
|
||||
|
||||
void GameWorld::AddCharacter(RefPtr<CharacterObject> Chr, int TownId)
|
||||
{
|
||||
// 游戏世界类赋值我的角色
|
||||
m_MyCharacter = Chr;
|
||||
// 记录当前城镇
|
||||
m_CurTown = TownId;
|
||||
// 进入城镇
|
||||
m_TownMap[TownId]->AddCharacter(Chr);
|
||||
// 渲染并更新城镇
|
||||
AddChild(m_TownMap[TownId]);
|
||||
}
|
||||
|
||||
void GameWorld::MoveCharacter(RefPtr<CharacterObject> Chr, int TownId, int Area)
|
||||
{
|
||||
// 当前所在城镇
|
||||
int curTown = m_CurTown;
|
||||
// 当前所在区域
|
||||
int curArea = m_TownMap[curTown]->GetCurAreaIndex();
|
||||
// 获取目标城镇移动信息表
|
||||
auto MapObj = m_TownMap[TownId]->GetArea(Area);
|
||||
auto MoveInfo = MapObj->GetMoveAreaInfo();
|
||||
// 传送后的目标区域
|
||||
SDL_Rect destArea = {0, 0, 0, 0};
|
||||
// 遍历移动信息表
|
||||
for (size_t i = 0; i < MoveInfo.size(); ++i)
|
||||
{
|
||||
auto info = MoveInfo[i];
|
||||
|
||||
if (info.town == curTown && info.area == curArea)
|
||||
{
|
||||
destArea = MapObj->GetMovablePositionArea(i);
|
||||
}
|
||||
}
|
||||
// 读取出应该存在的坐标以后设置角色的坐标
|
||||
float Xpos = destArea.x + destArea.w / 2;
|
||||
float Ypos = destArea.y + destArea.h / 2;
|
||||
Chr->SetPosition({Xpos, Ypos, 0});
|
||||
// 将角色添加到目标城镇
|
||||
m_TownMap[TownId]->AddCharacter(Chr, Area);
|
||||
// 停止渲染更新旧城镇
|
||||
RemoveChild(m_TownMap[curTown]);
|
||||
// 记录当前城镇
|
||||
m_CurTown = TownId;
|
||||
// 渲染并更新城镇
|
||||
AddChild(m_TownMap[TownId]);
|
||||
}
|
||||
|
||||
GameWorld *GameWorld::GetWorld()
|
||||
{
|
||||
return (GameWorld *)Game::GetInstance().GetScene().Get();
|
||||
}
|
||||
31
source_game/Actor/Map/GameWorld.h
Normal file
31
source_game/Actor/Map/GameWorld.h
Normal file
@@ -0,0 +1,31 @@
|
||||
#pragma once
|
||||
#include "EngineFrame/Scene/Scene.h"
|
||||
#include "Actor/Map/GameTown.h"
|
||||
class GameWorld : public Scene
|
||||
{
|
||||
private:
|
||||
/**城镇Map */
|
||||
std::map<int, RefPtr<GameTown>> m_TownMap;
|
||||
/**我的角色 */
|
||||
RefPtr<CharacterObject> m_MyCharacter;
|
||||
|
||||
/**当前城镇 */
|
||||
int m_CurTown;
|
||||
|
||||
public:
|
||||
GameWorld();
|
||||
~GameWorld();
|
||||
|
||||
void Enter() override;
|
||||
void Exit() override;
|
||||
|
||||
/**初始化 */
|
||||
void Init() override;
|
||||
/**加入角色 */
|
||||
void AddCharacter(RefPtr<CharacterObject> Chr, int TownId);
|
||||
/**移动角色 */
|
||||
void MoveCharacter(RefPtr<CharacterObject> Chr, int TownId,int Area);
|
||||
|
||||
public:
|
||||
static GameWorld *GetWorld();
|
||||
};
|
||||
@@ -4,56 +4,29 @@
|
||||
#include "Actor/Map/GameMap.h"
|
||||
#include "Global/Global_Game.h"
|
||||
|
||||
// Tile::Tile(std::string Path) : Sprite()
|
||||
// {
|
||||
// InitInfo(Path);
|
||||
// if (std::get<std::string>(m_data["path"]) == "")
|
||||
// m_data["path"] = "sprite/character/common/circlecooltime.img";
|
||||
|
||||
// m_texture = new Texture();
|
||||
// m_texture->Init(std::get<std::string>(m_data["path"]), std::get<int>(m_data["idx"]));
|
||||
// Sprite::Init();
|
||||
// this->imgPath = Path;
|
||||
// }
|
||||
|
||||
Tile::Tile(GameMap *parentMap, std::vector<std::string> normal, std::vector<std::string> ex)
|
||||
{
|
||||
m_parentMap = parentMap;
|
||||
m_texture = new Texture();
|
||||
|
||||
// 通过父对象获取地图大小
|
||||
int Width = m_parentMap->_MapLength;
|
||||
int Height = m_parentMap->_MapHeight;
|
||||
|
||||
// 通过大小纹理大小
|
||||
m_texture->Init(VecSize(Width, Height));
|
||||
m_rect = {0, 0, (float)Width, (float)Height};
|
||||
|
||||
Actor::Init();
|
||||
|
||||
glGenFramebuffers(1, &m_fbo);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
|
||||
// 将目标纹理附加到FBO的颜色附着点
|
||||
glFramebufferTexture2D(
|
||||
GL_FRAMEBUFFER, // 帧缓冲类型
|
||||
GL_COLOR_ATTACHMENT0, // 颜色附着点(可多个,这里用第一个)
|
||||
GL_TEXTURE_2D, // 纹理类型
|
||||
m_texture->getID(), // 目标纹理ID
|
||||
0 // 多级渐远纹理级别
|
||||
);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0); // 解绑FBO
|
||||
|
||||
for (size_t i = 0; i < normal.size(); i++)
|
||||
{
|
||||
InitTile(normal[i], i);
|
||||
}
|
||||
m_tileX = normal.size();
|
||||
for (size_t i = 0; i < ex.size(); i++)
|
||||
{
|
||||
InitExTile(ex[i], i);
|
||||
}
|
||||
|
||||
SetPos(Vec2(0, 80 - 200 - std::get<int>(m_parentMap->_MapInfo["background_pos"])));
|
||||
// 有可能没写地板
|
||||
if (m_BasicTileWidth == 0)
|
||||
m_BasicTileWidth = 224 * normal.size();
|
||||
|
||||
// 通过父对象获取地图大小
|
||||
m_parentMap->_MapLength = m_BasicTileWidth;
|
||||
m_parentMap->_MapHeight = m_BasicTileHeight + m_ExTileHeight;
|
||||
|
||||
Canvas::Init({(int)m_BasicTileWidth, (int)m_BasicTileHeight + (int)m_ExTileHeight + (int)m_tileY});
|
||||
DrawTile();
|
||||
}
|
||||
|
||||
Tile::~Tile()
|
||||
@@ -66,6 +39,9 @@ void Tile::InitTile(std::string Path, int Index)
|
||||
TileInfo data;
|
||||
InitInfo(Path, data);
|
||||
// 读取信息
|
||||
float ImgOffset = std::get<int>(data["pos"]);
|
||||
if (ImgOffset > m_tileY)
|
||||
m_tileY = ImgOffset;
|
||||
std::string path = std::get<std::string>(data["path"]);
|
||||
int index = std::get<int>(data["idx"]);
|
||||
// 如果是个空地板 给他默认赋值
|
||||
@@ -77,18 +53,20 @@ void Tile::InitTile(std::string Path, int Index)
|
||||
// 判断是否存在标识符对应的纹理,如果不存在则创建
|
||||
if (m_imgMap.find(key) == m_imgMap.end())
|
||||
{
|
||||
RefPtr<Texture> tex = new Texture();
|
||||
tex->Init(path, index);
|
||||
RefPtr<Sprite> tex = new Sprite(path, index);
|
||||
m_imgMap[key] = tex;
|
||||
}
|
||||
// 构造绘制信息
|
||||
// 横向地板数量增加
|
||||
m_Tile_X_Count++;
|
||||
// 基础地板宽度增加
|
||||
m_BasicTileWidth += m_imgMap[key]->GetTexture()->getFrameSize().width;
|
||||
// 取基础地板最高的高度
|
||||
if (m_imgMap[key]->GetTexture()->getFrameSize().height > m_BasicTileHeight)
|
||||
m_BasicTileHeight = m_imgMap[key]->GetTexture()->getFrameSize().height;
|
||||
|
||||
DrawInfo info;
|
||||
info.rect.x = Index * m_imgMap[key]->getSize().width + m_imgMap[key]->getPos().x;
|
||||
info.rect.y = m_imgMap[key]->getPos().y;
|
||||
info.rect.w = m_imgMap[key]->getSize().width;
|
||||
info.rect.h = m_imgMap[key]->getSize().height;
|
||||
info.texture = key;
|
||||
// 添加到绘制信息列表
|
||||
info.sprite_ = key;
|
||||
info.pos = {Index * 224, ImgOffset};
|
||||
m_drawQueue.push_back(info);
|
||||
}
|
||||
|
||||
@@ -98,6 +76,9 @@ void Tile::InitExTile(std::string Path, int Index)
|
||||
TileInfo data;
|
||||
InitInfo(Path, data);
|
||||
// 读取信息
|
||||
float ImgOffset = std::get<int>(data["pos"]);
|
||||
if (ImgOffset > m_tileY)
|
||||
m_tileY = ImgOffset;
|
||||
std::string path = std::get<std::string>(data["path"]);
|
||||
int index = std::get<int>(data["idx"]);
|
||||
// 如果是个空地板 给他默认赋值
|
||||
@@ -109,28 +90,23 @@ void Tile::InitExTile(std::string Path, int Index)
|
||||
// 判断是否存在标识符对应的纹理,如果不存在则创建
|
||||
if (m_imgMap.find(key) == m_imgMap.end())
|
||||
{
|
||||
RefPtr<Texture> tex = new Texture();
|
||||
tex->Init(path, index);
|
||||
RefPtr<Sprite> tex = new Sprite(path, index);
|
||||
m_imgMap[key] = tex;
|
||||
}
|
||||
|
||||
// 构造绘制信息
|
||||
// 如果进了这个函数默认有1格
|
||||
if (m_ExTileHeight == 0)
|
||||
m_ExTileHeight = 120;
|
||||
// Ex地板高度120一格
|
||||
if (((Index / m_Tile_X_Count) * 120) > m_ExTileHeight)
|
||||
m_ExTileHeight = ((Index / m_Tile_X_Count) * 120);
|
||||
|
||||
DrawInfo info;
|
||||
info.rect.x = Index * m_imgMap[key]->getSize().width + m_imgMap[key]->getPos().x;
|
||||
info.rect.y = m_imgMap[key]->getPos().y + 560 + ((Index / m_tileX) * 120);
|
||||
info.rect.w = m_imgMap[key]->getSize().width;
|
||||
info.rect.h = m_imgMap[key]->getSize().height;
|
||||
info.texture = key;
|
||||
// 添加到绘制信息列表
|
||||
info.sprite_ = key;
|
||||
info.pos = {Index * 224, m_tileY + m_BasicTileHeight + ((Index / m_Tile_X_Count) * 120)};
|
||||
m_drawQueue.push_back(info);
|
||||
}
|
||||
|
||||
// void Tile::SetPos(Vec2 pos)
|
||||
// {
|
||||
// // pos.y += std::get<int>(m_data["pos"]);
|
||||
// // Sprite::SetPos(pos);
|
||||
// }
|
||||
|
||||
void Tile::InitInfo(std::string Path, TileInfo &m_data)
|
||||
{
|
||||
ScriptData Data = AssetManager::GetInstance().GetScriptInfo(Path);
|
||||
@@ -151,46 +127,13 @@ void Tile::InitInfo(std::string Path, TileInfo &m_data)
|
||||
}
|
||||
}
|
||||
|
||||
void Tile::PreRender()
|
||||
void Tile::DrawTile()
|
||||
{
|
||||
m_rect.x = GetWorldPos().x;
|
||||
m_rect.y = GetWorldPos().y;
|
||||
|
||||
//计算摄像机位置 知道自己需要渲染多大的区域
|
||||
// m_srcRect = {0, 0, m_parentMap->_MapLength, m_parentMap->_MapHeight};
|
||||
// Vec2 Pos = Global_Game::GetInstance().GetCamera() -> _currentPosition;
|
||||
// m_srcRect = {Pos.x < 1067 ? 0 : Pos.x - 1067, Pos.y, 1067, 600};
|
||||
}
|
||||
|
||||
void Tile::Render()
|
||||
{
|
||||
RenderManager *renderer = Game::GetInstance().GetRenderer();
|
||||
SDL_FPoint AnchorPos = {0, 0};
|
||||
if (!m_isBuild)
|
||||
BeginDraw();
|
||||
for (auto &info : m_drawQueue)
|
||||
{
|
||||
// 保存原始的正交矩阵 设置纹理对应的正交矩阵 和 视口
|
||||
auto oldOm = Game::GetInstance().GetRenderer()->GetOrthoMatrix();
|
||||
Game::GetInstance().GetRenderer()->SetOrthoMatrix(glm::ortho(0.0f, (float)m_texture->getSize().width, (float)m_texture->getSize().height, 0.0f, -1.0f, 1.0f));
|
||||
glViewport(0, 0, m_texture->getSize().width, m_texture->getSize().height);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo); // 绑定FBO
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
for (auto &info : m_drawQueue)
|
||||
{
|
||||
renderer->DrawTexture(m_imgMap[info.texture], nullptr, &info.rect, 0.f, &AnchorPos, SDL_FLIP_NONE);
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0); // 解绑FBO
|
||||
|
||||
// 还原原始的正交矩阵 和 视口
|
||||
Game::GetInstance().GetRenderer()->SetOrthoMatrix(oldOm);
|
||||
glViewport(0, 0, Game::GetInstance().Screen_W, Game::GetInstance().Screen_H);
|
||||
m_isBuild = true;
|
||||
m_imgMap[info.sprite_]->SetPosition(info.pos);
|
||||
DrawActor(m_imgMap[info.sprite_]);
|
||||
}
|
||||
|
||||
renderer->SetCurrentShaderProgram("flip_y");
|
||||
|
||||
renderer->DrawTexture(m_texture, nullptr, &m_rect, 0.f, &AnchorPos, SDL_FLIP_NONE);
|
||||
|
||||
renderer->SetCurrentShaderProgram("normal");
|
||||
EndDraw();
|
||||
}
|
||||
|
||||
@@ -1,9 +1,12 @@
|
||||
#pragma once
|
||||
#include "Asset/AssetManager.h"
|
||||
#include "EngineFrame/Component/Canvas.h"
|
||||
#include "EngineFrame/Component/Sprite.h"
|
||||
class GameMap;
|
||||
class Tile : public Actor
|
||||
class Tile : public Canvas
|
||||
{
|
||||
|
||||
public:
|
||||
struct ImgKey
|
||||
{
|
||||
std::string img;
|
||||
@@ -20,46 +23,40 @@ class Tile : public Actor
|
||||
};
|
||||
struct DrawInfo
|
||||
{
|
||||
ImgKey texture;
|
||||
SDL_FRect rect = {0, 0, 0, 0};
|
||||
ImgKey sprite_;
|
||||
glm::vec2 pos;
|
||||
};
|
||||
|
||||
public:
|
||||
using TileInfoBody = std::variant<int,std::string>;
|
||||
using TileInfoBody = std::variant<int, std::string>;
|
||||
using TileInfo = std::unordered_map<std::string, TileInfoBody>;
|
||||
|
||||
private:
|
||||
/**纹理 */
|
||||
RefPtr<Texture> m_texture = nullptr;
|
||||
/**FBO */
|
||||
GLuint m_fbo = 0;
|
||||
/**地图父对象 */
|
||||
GameMap* m_parentMap;
|
||||
|
||||
/**绘制纹理集 */
|
||||
std::map<ImgKey, RefPtr<Texture>> m_imgMap;
|
||||
/**父对象地图 */
|
||||
GameMap *m_parentMap;
|
||||
/**绘制精灵集 */
|
||||
std::map<ImgKey, RefPtr<Sprite>> m_imgMap;
|
||||
/**绘制队列 */
|
||||
std::vector<DrawInfo> m_drawQueue;
|
||||
|
||||
/**渲染大小 */
|
||||
SDL_Rect m_srcRect;
|
||||
SDL_FRect m_rect;
|
||||
|
||||
/**大纹理构造完成Flag */
|
||||
bool m_isBuild = false;
|
||||
/**基础地板宽度 */
|
||||
float m_BasicTileWidth = 0;
|
||||
/**基础地板高度 */
|
||||
float m_BasicTileHeight = 0;
|
||||
/**Ex地板高度 */
|
||||
float m_ExTileHeight = 0;
|
||||
|
||||
/**Tile横轴个数 */
|
||||
int m_tileX = 0;
|
||||
/**横向地板数量 */
|
||||
int m_Tile_X_Count = 0;
|
||||
/**纵向最大偏移 */
|
||||
float m_tileY = 0;
|
||||
|
||||
public:
|
||||
Tile(GameMap *parentMap, std::vector<std::string> normal,std::vector<std::string> ex);
|
||||
Tile(GameMap *parentMap, std::vector<std::string> normal, std::vector<std::string> ex);
|
||||
~Tile();
|
||||
|
||||
void InitTile(std::string Path,int Index);
|
||||
void InitTile(std::string Path, int Index);
|
||||
void InitExTile(std::string Path, int Index);
|
||||
void InitInfo(std::string Path, TileInfo &m_data);
|
||||
|
||||
void PreRender() override;
|
||||
void Render() override;
|
||||
// void SetPos(Vec2 pos) override;
|
||||
void DrawTile();
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user